176 research outputs found

    Virtual stage sets in live performing arts (from the spectator to the spect-actor)

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    This paper studies the added value of VR to the art of stage setting through examples and experiments. It will also analyze the link between the audience and digital sets (VR, AR), from an aesthetic point of view as well as a practical one. It is important for us to succeed in creating a theatrical set which favors the spectator's presence for him to become a live performing spectator, and thus have a stronger link with the setting in the short as well as long run

    Application of evolution's laws

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    Technical systems evolution follow trends, some laws describe the different steps of evolution of those systems. These laws are known as "laws of technical systems evolution" from the TRIZ theory. The aim of this paper is to propose an approach facilitating the use of the evolution laws, as part of a framework for innovation. To achieve our goal we start by an analysis of each definition of the three first evolution laws. It’s analysis we’ll permit to extract with precision part of the definition we’ll use to construct a model helping the use of the laws. The model we propose is composed of a short quiz that users must answer. The purpose of these questions is to guide the user as far as possible in the identification of functional elements of the system and possible developments of innovative products, as recommended by the three first laws. After that, we’ll conduct an experimentation to taste this model on two kinds of participants, some of them are software developers working in differents companies, they do not know the TRIZ theory. The other participants are students in training who learned some tools to innovate, they are not completely novices on TRIZ. To conclude, we’ll present the relevance of our approach to use systematically the first 3 evolution laws of TRIZ

    Designing for the Ubiquitous Computing era: towards the reinvention of everyday objects and the creation of new user experiences

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    Researchers of the Ubiquitous Computing community (Ubicomp) have been pursuing the vision of a world where technologies and services permeates every object of our lives for years. With components getting smaller, cheaper and more powerful, it has become possible to manufacture connected objects capable of interacting with resources of the World Wide Web. This opens up the possibility for researchers and practitioners to consider information as a design material and objects as platforms for services. By allowing users to personalize, complement or repurpose the functions of their objects, such services have a great impact on the way artifacts are designed. Designing for the Ubiquitous Era requires modifying our practice and reinforcing collaboration between disciplines at every steps of the creation process. In this article, we discuss the need to reinvent objects and to investigate the tools supporting the creation of rich services’ experiences

    Three decades of trace element sediment contamination: the mining of governmental databases and the need to address hidden sources for clean and healthy seas

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    peer reviewedTrace elements (TEs) frequently contaminate coastal marine sediments with many included in priority chemical lists or control legislation. These, improved waste treatment and increased recycling have fostered the belief that TE pollution is declining. Nevertheless, there is a paucity of long-term robust datasets to support this confidence. By mining UK datasets (100s of sites, 31 years), we assess sediment concentrations of arsenic (As), cadmium (Cd), chromium (Cr), copper (Cu), iron (Fe), mercury (Hg), nickel (Ni), lead (Pb) and zinc (Zn) and use indices (PI [Pollution], TEPI [Trace Element Pollution] and Igeo [Geoaccumulation]) to assess TE pollution evolution. PI and TEPI show reductions of overall TE pollution in the 1980s then incremental improvements followed by a distinct increase (2010–13). Zn, As and Pb Igeo scores show low pollution, whilst Cd and Hg are moderate, but with all remaining temporally stable. Igeo scores are low for Ni, Fe and Cr, but increasing for Ni and Fe. A moderate pollution Igeo score for Cu has also steadily increased since the mid-1990s. Increasing site trends are not universal and, conversely, minimal temporal change masks some site-specific increases and decreases. To capture this variability we strongly advocate embedding sufficient sentinel sites within observation networks. Decreasing sediment pollution levels (e.g. Pb and Hg) have been achieved, but stabilizing Igeo and recently increasing TEPI and PI scores require continued global vigilance. Increasing Ni and Fe Igeo scores necessitate source identification, but this is a priority for Cu. Local, regional and world analyses indicate substantial ‘hidden’ inputs from anti-fouling paints (Cu, Zn), ship scrubbers (Cu, Zn, Ni) and sacrificial anodes (Zn) that are also predicted to increase markedly. Accurate TE input assessments and targeted legislation are, therefore, urgently required, especially in the context of rapid blue economic growth (e.g. shipping).Channel Catchments Cluster (3C) programm

    3D-LIVE : live interactions through 3D visual environments

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    This paper explores Future Internet (FI) 3D-Media technologies and Internet of Things (IoT) in real and virtual environments in order to sense and experiment Real-Time interaction within live situations. The combination of FI testbeds and Living Labs (LL) would enable both researchers and users to explore capacities to enter the 3D Tele-Immersive (TI) application market and to establish new requirements for FI technology and infrastructure. It is expected that combining both FI technology pull and TI market pull would promote and accelerate the creation and adoption, by user communities such as sport practitioners, of innovative TI Services within sport events

    The End of The Digital Generation Gap

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    It is commonly accepted that the more an Information and Communication Technology (ICT) is recent the more it is suitable for young people and unsuitable for older people. However, several facts suggest that this idea is no longer valid and will not be in the future. User-centered design methods are increasingly used in companies, ICT tends to be more and more user-friendly, and it seems that digital natives (or millennials) are not really outdated by the next generations in terms of digital skills. These elements lead us to assume that the digital generation gap may have been a parenthesis in history related to the democratization of the first and complicated computers in the 80s. If generation is no longer a factor of ICT adoption, old age however is still related to sensory and motor impairments. Thus, the issue that is becoming increasingly important for technology designers should be better consideration of accessibility

    La conception à l'ère de l'Internet des Objets (modèles et principes pour le design de produits aux fonctions augmentées par des applications.)

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    L'Internet des Objets, dont la vision et les technologies provoquent la rencontre des mondes physique et numérique, amène aujourd'hui à la création de nouveaux types d'applications permettant d'interopérer les services du World Wide Web avec les produits du quotidien. Ces applications orientées produit , capables de représenter, contrôler ou de compléter les fonctions d'artéfacts intégrant des capacités de traitement de l'information, remettent en cause les principes et conventions établies par les métiers de la conception. Elles préfigurent l'émergence de produits connectés à Internet, dont l'offre fonctionnelle peut être augmentée et modifiée au cours du temps, de manière à répondre aux besoins changeants des utilisateurs. Cette recherche, menée à l'intersection des sciences de la conception, de l'informatique ubiquitaire et des interactions homme-machine, vise à étudier les enjeux que suscitent ces applications lors la conception de produits. Elle met en exergue la nécessité d'établir un modèle descriptif des applications orientées produit facilitant leur figuration par les utilisateurs, ainsi que d'explorer les problèmes pragmatiques résultant de leur intégration dans les produits. Elle conduit également à l'élaboration et l'évaluation, par la pratique, de principes pour le design de la forme et des interactions des produits augmentés. Elle décrit plus particulièrement la ductilité de futurs produits, le nouveau rapport entre fonction, comportement et structure qu'ils établissent, et leurs possibles évolutions. Cette recherche contribue aux travaux sur l'Internet des Objets en proposant un nouveau cadre de discussion, et en offrant aux chercheurs et aux praticiens des outils qui peuvent être employés durant le processus de conception.The Internet of Things, whose underlying vision and technologies aim at bridging the physical and digital worlds together, lead to the creation of new types of applications coupling Web services with everyday products. Such product-oriented applications, which enable the functional exposition, control or enhancement of artifacts that embed information processing capabilities, question the established design principles and conventions. They open up the possibility for Internet-enabled products, whose functions can be augmented and adapted to better support users' changing needs, to be designed. This research, which is at the intersection of Design Science, Ubiquitous Computing and Human-Computer Interactions, aims at studying the impact brought about by applications on product design. It highlights the need to build an application model that facilitates their representation by users, and to explore the pragmatic issues rose by their integration into products. It leads to the definition and evaluation, through practice, of principles for the design of augmented products' form and interactions. It describes the ductility of future products, the novel coupling between functions, behavior and structure they implement and their potential evolutions. This work contributes to the Internet of Things research by reframing the discussion and by providing researchers and practitioners with tools that can be leveraged during the design process.PARIS-Arts et Métiers (751132303) / SudocSudocFranceF

    Presence in Visual Mental Imagery

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    ‘Presence’, the sense of being inside a virtual environment evoked with the help of computer mediation, has come to be a subject well explored in the field of virtual reality. Studies on mental imagery confirm that we can intuitively evoke objects and spaces in our minds and interact with them temporally. We believe that a sense of presence could be experienced in such self-evoked reality as well. This paper explores the experience of presence in visual mental imagery. We studied verbal expressions, physical movements and gestures, exhibited during mental imagery experiences in two scenarios - a guiding task and a mental walk exercise. A ‘protocol analysis’ was performed followed by analysis of time taken and mapping of physical movements. The results evidently point to this spatio-temporal phenomenon of experiencing presence. Furthermore, we present a comparative review on the sense of presence experienced during mental imagery and virtual reality.IIT-ParisTech mobility programm

    De la présence à l’incarnation: proposition d’un méta-modèle pour la réalité virtuelle

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    Les sentiments de présence et d’incarnation sont deux dimensions centrales de l’expérience utilisateur en environnement virtuel immersif. Suite à une revue de littérature portant sur ces deux concepts, nous en proposons une articulation théorique au sein d’un méta-modèle « Présence – Incarnation ». L’introduction de ce modèle aboutit à la proposition d’un questionnaire permettant l’évaluation subjective des sentiments de présence et d’incarnation d’utilisateurs immergés dans une application de réalité virtuelle. Les implications méthodologiques de ce modèle et ses perspectives applicatives sont ensuite évoquées afin d’introduire la ligne directrice de nos travaux futurs

    Expérimentation, en milieu contraint, d’une méthodologie de co-conception de produits innovants

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    Nous proposons un modèle de co-conception qui a été construit, testé puis appliqué à un exemple de développement de produit nouveau, en PME, par la combinaison d’une analyse de la valeur associée à des pratiques de co-design
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